D&D 5E Creativity Challenge; A Character Based Around One Spell

Laurefindel

Legend
Here’s a creativity challenge for those who feel up to it; design a character centered around one single spell.

Roll on the tables below to generate a spell, then create a character concept based on that spell. That spell doesn’t have to be the only spell your character can cast, but it should be the focus of its abilities (however narrow they be). The character can be of any class as long as the selected spell can legitimately be cast.

Character level is left at your discretion, but the point isn’t only about DPR (although it can be used as a metric) or finding a particularly clever use or combo. One spell, one character, and the two should go together somehow. You can also assume that your character will have other companions in their party, or else occupy a specific function within a guild, government, church, etc.

The submitted concept is a draft only; it does not have to be a complete, finished character, but meaningful traits, skills, abilities, spells, and other party members should appear as part of your concept. Assume standard array (15, 14, 13, 12, 10, 8) for starting ability score. Feats, multiclassing, and official variant rules (if pertinent) are allowed, as well as any character class, archetype, and race, from other official 5e books* (although for the sake of intellectual gymnastics, the custom lineage from Tasha’s Cauldron of Everything is discouraged).

So roll-up your sleeve, roll-up a spell, and roll-up a character!


‘findel

*You will note that the table below only include PHB spells however.

Roll d10
Table
1
Table A: 1st Level Spells
2
Table B: 2nd Level Spells
3
Table C: 3rd Level Spells
4
Table D: 4th Level Spells
5
Table E: 5th Level Spells
6
Table F: 6th Level Spells
7
Table G: 7th Level Spells
8
Table H: 8th Level Spells
9
Table J: 9th Level Spells
10
Table K: Cantrips


Roll d6
Roll d10
SpellRef. Page
1
1
Alarmphb 211
2
Animal Friendshipphb 212
3
Armor of Agathysphb 215
4
Arms of Hadarphb 215
5
Banephb 216
6
Blessphb 219
7
Burning Handsphb 220
8
Charm Personphb 221
9
Chromatic Orbphb 221
10
Color Sprayphb 222
2
1
Commandphb 223
2
Compelled Duelphb 224
3
Create or Destroy Waterphb 229
4
Cure Woundsphb 230
5
Detect Evil and Goodphb 231
6
Detect Magicphb 231
7
Detect Poison and Diseasephb 231
8
Disguise Selfphb 233
9
Dissonant Whispersphb 234
10
Divine Favorphb 234
3
1
Ensnaring Strikephb 237
2
Entanglephb 238
3
Expeditious Retreatphb 238
4
Faerie Firephb 239
5
False Lifephb 239
6
Feather Fallphb 239
7
Find Familiarphb 240
8
Fog Cloudphb 243
9
Goodberryphb 246
10
Greasephb 246
4
1
Guiding Boltphb 248
2
Hail of Thornsphb 249
3
Healing Wordphb 250
4
Hellish Rebukephb 250
5
Heroismphb 250
6
Hexphb 251
7
Hunter's Markphb 251
8
Illusory Scriptphb 252
9
Inflict Woundsphb 253
10
Jumpphb 254
5
1
Longstriderphb 256
2
Mage Armorphb 256
3
Magic Missilephb 257
4
Protection from Evil and Goodphb 270
5
Purify Food and Drinkphb 270
6
Ray of Sicknessphb 271
7
Sanctuaryphb 272
8
Searing Smitephb 274
9
Shieldphb 275
10
Shield of Faithphb 275
6
1
Silent Imagephb 276
2
Sleepphb 276
3
Speak with Animalsphb 277
4
Tasha's Hideous Laughterphb 280
5
Tenser's Floating Diskphb 282
6
Thunderous Smitephb 282
7
Thunderwavephb 282
8
Unseen Servantphb 284
9
Witch Boltphb 289
10
Wrathful Smitephb 289
Roll d6
Roll d10
SpellRef. Page
1
1
Aidphb 211
2
Alter Selfphb 211
3
Animal Messengerphb 212
4
Arcane Lockphb 215
5
Auguryphb 215
6
Barkskinphb 217
7
Beast Sensephb 217
8
Blindness/Deafnessphb 219
9
Blurphb 219
10
Branding Smitephb 219
2
1
Calm Emotionsphb 221
2
Cloud of Daggersphb 222
3
Continual Flamephb 227
4
Cordon of Arrowsphb 228
5
Crown of Madnessphb 229
6
Darknessphb 230
7
Darkvisionphb 230
8
Detect Thoughtsphb 231
9
Enhance Abilityphb 237
10
Enlarge/Reducephb 237
3
1
Enthrallphb 238
2
Find Steedphb 240
3
Find Trapsphb 241
4
Flame Bladephb 242
5
Flaming Spherephb 242
6
Gentle Reposephb 245
7
Gust of Windphb 248
8
Heat Metalphb 250
9
Hold Personphb 251
10
Invisibilityphb 254
4
1
Knockphb 254
2
Lesser Restorationphb 255
3
Levitatephb 255
4
Locate Animals or Plantsphb 256
5
Locate Objectphb 256
6
Magic Mouthphb 257
7
Magic Weaponphb 257
8
Melf's Acid Arrowphb 259
9
Mirror Imagephb 260
10
Misty Stepphb 260
5
1
Moonbeamphb 261
2
Nystul's Magic Auraphb 263
3
Pass without Tracephb 264
4
Phantasmal Forcephb 264
5
Prayer of Healingphb 267
6
Protection from Poisonphb 270
7
Ray of Enfeeblementphb 271
8
Rope Trickphb 272
9
Scorching Rayphb 273
10
See Invisibilityphb 274
6
1
Shatterphb 275
2
Silencephb 275
3
Spider Climbphb 277
4
Spike Growthphb 277
5
Spiritual Weaponphb 278
6
Suggestionphb 279
7
Warding Bondphb 287
8
Webphb 287
9
Zone of Truthphb 289
10
(Reroll)
Roll d10
Roll d10
SpellRef. Page
1-2
1
Animate Deadphb 212
2
Aura of Vitalityphb 216
3
Beacon of Hopephb 217
4
Bestow Cursephb 218
5
Blinding Smitephb 219
6
Blinkphb 219
7
Call Lightningphb 220
8
Clairvoyancephb 222
9
Conjure Animalsphb 225
10
Conjure Barragephb 225
3-4
1
Counterspellphb 228
2
Create Food and Waterphb 229
3
Crusader's Mantlephb 230
4
Daylightphb 230
5
Dispel Magicphb 234
6
Elemental Weaponphb 237
7
Fearphb 239
8
Feign Deathphb 240
9
Fireballphb 241
10
Flyphb 243
5-6
1
Gaseous Formphb 244
2
Glyph of Wardingphb 245
3
Hastephb 250
4
Hunger of Hadarphb 251
5
Hypnotic Patternphb 252
6
Leomund's Tiny Hutphb 255
7
Lightning Arrowphb 255
8
Lightning Boltphb 255
9
Magic Circlephb 256
10
Major Imagephb 258
7-8
1
Mass Healing Wordphb 258
2
Meld into Stonephb 259
3
Nondetectionphb 263
4
Phantom Steedphb 265
5
Plant Growthphb 266
6
Protection from Energyphb 270
7
Remove Cursephb 271
8
Revivifyphb 272
9
Sendingphb 274
10
Sleet Stormphb 276
9-10
1
Slowphb 277
2
Speak with Deadphb 277
3
Speak with Plantsphb 277
4
Spirit Guardiansphb 278
5
Stinking Cloudphb 278
6
Tonguesphb 283
7
Vampiric Touchphb 285
8
Water Breathingphb 287
9
Water Walkphb 287
10
Wind Wallphb 288
Roll d6
Roll d6
SpellRef. Page
1
1
Arcane Eyephb 214
2
Aura of Lifephb 216
3
Aura of Purityphb 216
4
Banishmentphb 217
5
Blightphb 219
6
Compulsionphb 224
2
1
Confusionphb 224
2
Conjure Minor Elementalsphb 226
3
Conjure Woodland Beingsphb 226
4
Control Waterphb 227
5
Death Wardphb 230
6
Dimension Doorphb 233
3
1
Divinationphb 234
2
Dominate Beastphb 234
3
Evard's Black Tentaclesphb 238
4
Fabricatephb 239
5
Fire Shieldphb 242
6
Freedom of Movementphb 244
4
1
Giant Insectphb 245
2
Grasping Vinephb 246
3
Greater Invisibilityphb 246
4
Guardian of Faithphb 246
5
Hallucinatory Terrainphb 249
6
Ice Stormphb 252
5
1
Leomund's Secret Chestphb 254
2
Locate Creaturephb 256
3
Mordenkainen's Faithful Houndphb 261
4
Mordenkainen's Private Sanctumphb 262
5
Otiluke's Resilient Spherephb 264
6
Phantasmal Killerphb 265
6
1
Polymorphphb 266
2
Staggering Smitephb 278
3
Stone Shapephb 278
4
Stoneskinphb 278
5
Wall of Firephb 285
6
(Reroll)
Roll d8
Roll d6
SpellRef. Page
1
1
Animate Objectsphb 213
2
Antilife Shellphb 213
3
Awakenphb 216
4
Banishing Smitephb 216
5
Bigby's Handphb 218
6
Circle of Powerphb 221
2
1
Cloudkillphb 222
2
Communephb 223
3
Commune with Naturephb 224
4
Cone of Coldphb 224
5
Conjure Elementalphb 225
6
Conjure Volleyphb 226
3
1
Contact Other Planephb 226
2
Contagionphb 227
3
Creationphb 229
4
Destructive Wavephb 231
5
Dispel Evil and Goodphb 233
6
Dominate Personphb 235
4
1
Dreamphb 236
2
Flame Strikephb 242
3
Geasphb 244
4
Greater Restorationphb 246
5
Hallowphb 249
6
Hold Monsterphb 251
5
1
Insect Plaguephb 254
2
Legend Lorephb 254
3
Mass Cure Woundsphb 258
4
Misleadphb 260
5
Modify Memoryphb 261
6
Passwallphb 264
6
1
Planar Bindingphb 265
2
Raise Deadphb 270
3
Rary's Telepathic Bondphb 270
4
Reincarnatephb 271
5
Scryingphb 273
6
Seemingphb 274
7
1
Swift Quiverphb 279
2
Telekinesisphb 280
3
Teleportation Circlephb 282
4
Tree Stridephb 283
5
Wall of Forcephb 285
6
Wall of Stonephb 287
8
---
(42 doesn't divide well with two even numerators and denominators. Reroll)
Roll d4
Roll d8
SpellRef. Page
1
1
Arcane Gatephb 214
2
Blade Barrierphb 218
3
Chain Lightningphb 221
4
Circle of Deathphb 221
5
Conjure Feyphb 226
6
Contingencyphb 227
7
Create Undeadphb 229
8
Disintegratephb 233
2
1
Drawmij's Instant Summonsphb 235
2
Eyebitephb 238
3
Find the Pathphb 240
4
Flesh to Stonephb 243
5
Forbiddancephb 243
6
Globe of Invulnerabilityphb 245
7
Guards and Wardsphb 248
8
Harmphb 249
3
1
Healphb 250
2
Heroes' Feastphb 250
3
Magic Jarphb 257
4
Mass Suggestionphb 258
5
Move Earthphb 263
6
Otiluke's Freezing Spherephb 263
7
Otto's Irresistible Dancephb 264
8
Planar Allyphb 265
4
1
Programmed Illusionphb 269
2
Sunbeamphb 279
3
Transport via Plantsphb 283
4
True Seeingphb 284
5
Wall of Icephb 285
6
Wall of Thornsphb 287
7
Wind Walkphb 288
8
Word of Recallphb 289
Roll d6
Roll d10
SpellRef. Page
1-3
1
Conjure Celestialphb 225
2
Delayed Blast Fireballphb 230
3
Divine Wordphb 234
4
Etherealnessphb 238
5
Finger of Deathphb 241
6
Fire Stormphb 242
7
Forcecagephb 243
8
Mirage Arcanephb 260
9
Mordenkainen's Magnificent Mansionphb 261
10
Mordenkainen's Swordphb 262
4-6
1
Plane Shiftphb 266
2
Prismatic Sprayphb 267
3
Project Imagephb 270
4
Regeneratephb 271
5
Resurrectionphb 272
6
Reverse Gravityphb 272
7
Sequesterphb 274
8
Simulacrumphb 276
9
Symbolphb 280
10
Teleportphb 281
Roll d6
Roll d10
SpellRef. Page
1-2
1
Animal Shapesphb 212
2
Antimagic Fieldphb 213
3
Antipathy/Sympathyphb 214
4
Clonephb 222
5
Control Weatherphb 228
6
Demiplanephb 231
3-4
1
Dominate Monsterphb 235
2
Earthquakephb 236
3
Feeblemindphb 239
4
Glibnessphb 245
5
Holy Auraphb 251
6
Incendiary Cloudphb 253
5-6
1
Mazephb 258
2
Mind Blankphb 259
3
Power Word Stunphb 267
4
Sunburstphb 279
5
Telepathyphb 281
6
Tsunamiphb 284
Roll d4
Roll d4
SpellRef. Page
1
1
Astral Projectionphb 215
2
Foresightphb 244
3
Gatephb 244
4
Imprisonmentphb 252
2
1
Mass Healphb 258
2
Meteor Swarmphb 259
3
Power Word Healphb 266
4
Power Word Killphb 266
3
1
Prismatic Wallphb 267
2
Shapechangephb 274
3
Storm of Vengeancephb 279
4
Time Stopphb 283
4
1
True Polymorphphb 283
2
True Resurrectionphb 284
3
Weirdphb 288
4
Wishphb 288
Roll d6
Roll d10
SpellRef. Page
1-2
1
Acid Splashphb 211
2
Blade Wardphb 218
3
Chill Touchphb 221
4
Dancing Lightsphb 230
5
Druidcraftphb 236
6
Eldritch Blastphb 237
7
Fire Boltphb 242
8
Friendsphb 244
9
Guidancephb 248
10
* Pick One *
3-4
1
Lightphb 255
2
Mage Handphb 256
3
Mendingphb 259
4
Messagephb 259
5
Minor Illusionphb 260
6
Poison Sprayphb 266
7
Prestidigitationphb 267
8
Produce Flamephb 269
9
Ray of Frostphb 271
10
* Pick One *
5-6
1
Resistancephb 272
2
Sacred Flamephb 272
3
Shillelaghphb 275
4
Shocking Graspphb 275
5
Spare the Dyingphb 277
6
Thaumaturgyphb 282
7
Thorn Whipphb 282
8
True Strikephb 284
9
Vicious Mockeryphb 285
10
* Pick One *
 
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Laurefindel

Legend
Roll d10 = 3 ---> Table C: 3rd level spells
Roll d10 = 7 ---> Roll d10 = 10 ---> Sleet Storm

Ummm, Ok, there’s this cheesy built. Feta cheese actually…

Boga Feta is a bounty hunter from house Tharashk specialised in taking down spellcasters, wizards in particular (his papa was killed by wizards, you see). Like the last chunk of feta cheese hiding in the thick brine, Boga swims with ease in a soup of ice and rain that he unleashes upon his enemies.

Boga Feta
Half Orc (mark of finding), Fighter 1 / Cleric (Tempest) 8

Str 14, Dex 12, Con 13+1, Wis 15+2, Int 8, Cha 10
Skills: Athletics, Insight, Perception, Survival
Saving Throws: Strength, Constitution
Proficiencies: martial weapon, all armours, shields
Fighting Style: Blind Fighting
Feat: Mage Slayer, War Caster

Notable Spells: sleet storm (3rd level), freedom of movement (4th level), whatever precious few cleric spells that don’t require concentration, and the few blasting spells from the Tempest domain.

The core of the concept is a Darkness/Devil Sight combo on steroids. Sleet Storm has three main effects:
  • Creates a heavily obscured area (people inside are blinded) which Darkvision, Devil Sight, and even Truesight can’t counter.
  • Creates difficult terrain with a Dex save or fall prone.
  • Forces Con save on spellcasters or they lose concentration.
All that in a cylinder 20 feet high and 80 feet wide (40’ radius). This is huge! If centred on a spellcaster, they can’t even misty step out of it because they can’t see squat within the reach of the spell.

Then enters our cheesy hero with freedom of movement on, ignoring the difficult terrain part. The Blind Fighting fighting style gives him a 10-foot blindsight, allowing him to go close and personal with those tricky wizards (attacking with advantage, and imposing disadvantage on attacks against him). Now the Con-save-or-lose-concentration thing is great when it happens to others, but less so when it makes you lose your own spell! Luckily Feta has Con save proficiency from his first level as a fighter, and the War Caster feat to back it up.

Now, these nasty wizards sometimes fight back! That’s where the Mage Slayer feat comes handy; either the wizard stays and receives an attack as a reaction should they cast a spell, or they leave and provoke an attack of opportunity. Make that an inflict wounds of opportunity actually.

In the meantime, the rest of Boga's party is wondering what to do... Boga Feta works alone, not because he doesn’t want partners, but because no one wants to deal with his gorram sleet storms all the time…
 
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Asisreo

Patron Badass
I've gotten Hallucinatory Terrain. This may seem unfortunate but it adds to the challenge in my eyes. I just went to work so I'll finalize my character after that. Unless I'm lazy/tired of course.
 

DND_Reborn

The High Aldwin
So, I got Blur.

I am thinking a fun concept would be a Rogue (AT) / Monk (maybe Sun Soul for the "glow"...?). Something like this:

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But with the "whole body" blurring... :)

I'm not going to do a full build since I really don't have the time or inclination--but that's the concept. :D
 

NotAYakk

Legend
1d10: 9
1d6: 1
1d4 (typo in level 9, I assume 1d4): Imprisonment

Bob was a farmer. Bob found a shiny stone. Inside the shiny stone was a strange person.

That strange person taught Bob where to find magic and power that being hid throughout the world. One day the tiny person wishes Bob to free them as a reward for all they have done for Bob.

Warlock - Genie pact. Can't cast Imprisonment yet, but will eventually be able to. But the character is built around that Imprisoned patron.
 


Quickleaf

Legend
Telepathy.

Thelowyn Ardunair was initiated into the Tower of Sorcery and enjoyed studying under her archmage father. Their bond was close, and Thelowyn grew accustomed to the telepathic guidance and admonitions of her father even when they were apart. On the day her fifteen year magical apprenticeship ended, Thelowyn witnessed the Tower of Sorcery destroyed by an eldritch portal tearing it apart brick by brick while she was in telepathic contact with her father and mentor.

For the first time in 15 years, there was a deep unnerving silence. The only trace she found of him afterwards was a charred silver signet ring which had once been magically linked with another ring (which was to bear her signet) – a component for the telepathy spell he used to stay in contact with his daughter.

Thelowyn adventures in search of spell research to help her recreate her father's telepathy spell and try to find him, refusing to believe he died at the Tower of Sorcery.
 

Shiroiken

Legend
Ugh... Prismatic Wall. Here goes...

A half-elf named Yeosef grew up in the streets of the Free City of Greyhawk. His human mother died when he was young, and his elven father had been gone before he was even born. Being poor, his clothes were rags and patches of whatever was available, causing the locals to call him "patchwork." Thievery was his first profession, but he wasn't very good at it. One time he tried to pick the pocket of what he thought a nobleman, who was in fact a renowned bard. The bard took pity on him, and tutored him in the art of illusions and defensive magic. Upon his departure, his master gave him a patchwork cloak, that he may always remember his humble roots, no matter how far he may go.

Now he travels the Flannaess, having become a Master Bard himself. He primarily offers entertainment for the people he meets, using his knowledge of the prism of colors to create exciting illusions. However, when innocents are threatened, he gathers them close, hiding them behind a Prismatic Wall. He dislikes harming others, and the wall is powerful enough to discourage enemies to try and pierce it.
 

Laurefindel

Legend
1d10: 9
1d6: 1
1d4 (typo in level 9, I assume 1d4): Imprisonment

Bob was a farmer. Bob found a shiny stone. Inside the shiny stone was a strange person.

That strange person taught Bob where to find magic and power that being hid throughout the world. One day the tiny person wishes Bob to free them as a reward for all they have done for Bob.

Warlock - Genie pact. Can't cast Imprisonment yet, but will eventually be able to. But the character is built around that Imprisoned patron.

and then 17 levels later, Bob-the-warlock casts imprisonment on his arch-nemesis in another gem. A few generation later Bob's legacy poorly managed his estate and lost the shiny stone, which was found by Jane the baker. Inside the shiny stone was a strange person...
 

Laurefindel

Legend
Ugh... Prismatic Wall. Here goes...

A half-elf named Yeosef grew up in the streets of the Free City of Greyhawk. His human mother died when he was young, and his elven father had been gone before he was even born. Being poor, his clothes were rags and patches of whatever was available, causing the locals to call him "patchwork." Thievery was his first profession, but he wasn't very good at it. One time he tried to pick the pocket of what he thought a nobleman, who was in fact a renowned bard. The bard took pity on him, and tutored him in the art of illusions and defensive magic. Upon his departure, his master gave him a patchwork cloak, that he may always remember his humble roots, no matter how far he may go.

Now he travels the Flannaess, having become a Master Bard himself. He primarily offers entertainment for the people he meets, using his knowledge of the prism of colors to create exciting illusions. However, when innocents are threatened, he gathers them close, hiding them behind a Prismatic Wall. He dislikes harming others, and the wall is powerful enough to discourage enemies to try and pierce it.
my son rolled the same spell yesterday, making a wizard obsessed with forcing his opponent to walk/fall/fly/pushed/pulled through the wall with all kinds of shenanigans à la Wile E. Coyote, such as reverse gravity/ceiling wall, or glyph of warding-triggered cloudkill to force them out of the dome, Bigby's forceful hand, mass suggestion to walk eyes close, then cast wall, telekinesis/thunderwave enemies through, knocking them prone while flying over the wall...

Basically, come up with a different death-by-prismatic-wall every fight.
 

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